Suggested adds for Champion path mythic abilities - TWF & improved critical hits


Mythic Adventures Playtest General Discussion


I'd like to humbly suggest a few Champion path abilities. Will keep descriptions simple.

1. Two Weapon Fighting Master: ignore -2 penalties for TWF and allow use of medium weight weapon in off-hand.

2. Ability that allows character to make critical hits against creatures immune to such ... undead, plants, constructs, etc.

Both seem balanced in comparison to many high tier abilities (6th tier & up).

Curious what fellow fans & Bulmahn/Reynolds/Jacobs/etc. think ...


I definitely like #1, probably min Tier 4. Compare to Precision.

I feel like the monsters are designed around the crit immunity as-is and allowing a subset of characters to crit them may be detrimental.


Shall those be path abilities, or shall they be new feats, that everyone can take, once they have achieved mythicdom?


Path abilities I think ...

Although I'm sure they could work either way.

Silver Crusade

Derron42 wrote:

I'd like to humbly suggest a few Champion path abilities. Will keep descriptions simple.

1. Two Weapon Fighting Master: ignore -2 penalties for TWF and allow use of medium weight weapon in off-hand.

2. Ability that allows character to make critical hits against creatures immune to such ... undead, plants, constructs, etc.

Both seem balanced in comparison to many high tier abilities (6th tier & up).

Curious what fellow fans & Bulmahn/Reynolds/Jacobs/etc. think ...

Decreasing the penalty of something so specific, could be done quite well through mythic feats. And you can already use non-light weapons, but with quite a big penalty.

Removing the -2 on all attacks is actually better than the benefits provided by precision, since precision does not actually aid your first attack. Since this might be a desired ability for various kinds of two weapon fighters forcing into a specific path seems impractical. We already have mythic power attack and mythic vital strike... so the chances to get something for two weapon fighting are pretty good. Of course monks might complain since flurry is kinda like two weapon fighting....

Critical hits against enemies, that are usually immune sounds a bit weird. Of course if I were playing a dexterity based two weapon fighter with wakazashis...
But seriously, only quite a small number of enemies have this immunity (you can sneak attack/crit most undead and constructs these days) without magic aid. At higher levels you can afford an armor with the fortification enhancement (or course some protection against sneak attacks seems more useful when the level 10 ninja attacks about 6 times per round while invisible.
Really not sure how to incorporate such an ability, ,maybe removing the immunity, but replacing it with a tough critical hit confirmation roll. Still not really sure if it is a good idea.

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